The bottom line effect of dynamic balance control on a game is felt in three ways:
With dynamic balance control in place, the burden of balancing the game through play-tester experience
is alleviated. Collecting and evaluating the subjective experiences of the playtesting team with regard
to balance is no longer necessary. The +7 Balance Engine ensures that, as the problems are identified by
the player base after release, they are corrected. This allows for fewer revise-test iterations, and
less overall game design tweaking by the development team leading up to release.
With dynamic balance control in place, game designers are free to throw "disruptive" new features and
content into live game environment with minimal testing, to "shake things up." Automated Balancing will
ensure that the new features and content will automatically be brought into balance by the player base,
and nw content development can focus more on vision and less on game theory details.
Game players typically go through 3 stages during their play experience with a game:
Broadening the viable strategies increases the amount of time players can spend "mastering" the game
New content refreshes existing players, but cannot fully reclaim those who have lost interest
Extending the player's involvement allows more players to make it to the follow-on content releases
Individually, these changes are subtle, but the combined effect can lead to a significantly
different revenue profile for a game: